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World Packets In Wynncraft [17 Supporters]

Discussion in 'General Suggestions' started by CraterHater, Feb 29, 2016.

?

Yes or No?

  1. Yes

    17 vote(s)
    89.5%
  2. No

    2 vote(s)
    10.5%
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  1. CraterHater

    CraterHater A very magical mage! HERO

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    Hello, I am CraterHater and I am a Bukkit Delevoper. A week ago I started looking into Packets, and I noticed a few nice features that could be really great for Wynncraft. Using the packet: PacketPlayOutWorldParticles, you can make particles only visible by certain players you send the packet to. This got me thinking about particles in regions. For example a region that blocks a cave and you are a too low stage to enter this region would display red particles, but if you can enter it it would give green particles. There could also be a thing that all the npc's that you require for your current quest have different particles around them.

    Another thing you can do with particles, is remove entities client-sided. This is done using the PacketOutEntityDestroy or something like that, and this could allow Wynncraft to make an npc that spawns at one spot but after the quest moves to another. If anyone knows The Elder Scrolls Online, you got this Raz that always move towards the location of the next quest he gives. Another example would be a quest in which you plan an invasion on a castle. In the second follow up quest the same starter npc would now spawn at the offensive camp.

    And finally the last thing to do with packets are sign updates, you could make a sign say:

    "Wanted [PLAYERNAME]"
    "Dead or alive"

    but only on certain occasions that make sense.

    That's it, goodbye!
     
  2. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    Sounds cool
     
    Bebinson and CraterHater like this.
  3. Bebinson

    Bebinson Well-Known Adventurer

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    Cool idea but what if 1st player started quest and NPC teleported but 2nd player will want to start quest?
     
  4. Ascended Kitten

    Ascended Kitten The Greatest

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    I am pretty sure that Wynncraft already uses packets.
    In fact, I am 100% sure, if you look into some of the quests/features :3

    Also, the things you listed are pretty simple things, some of them could also be done without packets.
    Sorry if I sound too negative, I like the ideas, but I simply had to add my knowledge here >.<
     
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  5. CraterHater

    CraterHater A very magical mage! HERO

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    No, you don't get it, the packet would make it look like the npc teleported while actually he didn't.
     
  6. Bebinson

    Bebinson Well-Known Adventurer

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    Oh, so that is what you mean, I didn't fully understand it.
    Anyway, I would like to have it in Wynncraft
     
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  7. Defunct Fighter

    Defunct Fighter Famous Adventurer

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    I thought I was done with homework packets...
    WHY MUST THE TEACHERS RUIN EVERYTHING?!?!?!
     
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  8. TrashcanMan

    TrashcanMan Hello I am here

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    I have no idea how any of this works but it sounds like a cool idea, +1 support!
     
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  9. CraterHater

    CraterHater A very magical mage! HERO

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    I'll explain a little bit:

    In bukkit code the client of the server "Speaks" to the server and the server speaks back. When an entity is removed the server sends a packet to tell the client the entity has been removed. If you manually send a packet to just one player you can create the effect that the entity is gone yet it isn't for other players. Same with particles.
     
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